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6/16/2014 9:50 am  #71


Re: Crimson Blades Sword & Sorcery RPG

I hope the two recent updates to the pdf make it into my print version....

 

6/16/2014 10:09 am  #72


Re: Crimson Blades Sword & Sorcery RPG

Here's the Wayfarer - amended slightly from Woodland Warriors:

WAYFARER
Wayfarers are mysterious rovers and vagabonds that travel the highways and byways of the Crimson Lands, rarely stopping in one place for too long. Sometimes they are seeking something or someplace in particular; a lost friend, thing, ideal or somewhere to call home. Others are not looking for anything; perhaps circumstances mean they had to leave wherever they came from or they are just afflicted by wanderlust. Some Wayfarers are on the road for spiritual reasons but this isn’t necessarily the case. Wayfarers don’t use weapons or armour but they are masters of unarmed combat and can improvise with almost anything as required. Wayfarers are pacifists and never initiate a combat and try not to kill wherever possible. Wayfarers don’t have much need for money; therefore they start with only 3D6 gp.
 
Prime Attribute: Constitution. If CON is 13+, you gain +5% to XP.
Primary Save: Ref
Hit Dice: 1D6 (+1) at 1st level, then as the Wayfarer Advancement table
Armour/Shield Permitted: None
Weapons Permitted: Staff

Wayfarer Class Abilities
Acrobatics: Their ability to pull physical stunts gives them a degree of agility similar to a modern Parkour (free-running) artist. Wayfarers can traverse obstacle by climbing, swinging, vaulting, jumping, rolling, crawling and so on. A quarterstaff or an anchored grappling hook might grant +1 to acrobatic stunts at the GMs discretion.
 
Awareness: Wayfarers are always alert to danger and are never surprised (even if the rest of the party is).
 
AC Bonus: Wayfarers don’t wear armour but are skilled at avoiding harm by speed, reactions and general alertness. Because of this, as they advance levels, their natural armour class improves. This is in addition to their DEX bonus, if they have one. Also, if WIS is 16 or more, the Wayfarer receives another +1 AC bonus.
 
Flurry of Blows: Using unarmed combat techniques, Wayfarers are able to attack with great speed, adding 1HD to attacks for one round per level per day if fighting unarmed. So, at 10th level, they can do a flurry that lasts 10 combat rounds or several flurries adding up to 10 rounds during the course of a day.
 
Move Bonus: Wayfarers are fast on their feet. Provided the Wayfarer is unhampered (“things” carried 5 or less) he or she can move extra distance of +1 yard per level attained.  So, at 10th level, a Wayfarer can move at 22 yards in a round. Carrying any weight over 5 things completely negates the bonus.
 
Unarmed Damage: Wayfarers don’t carry weapons (except maybe a walking staff). However, they are quite capable of bringing down any attackers with their unarmed prowess and their unarmed damage increases as they go up in level.
 
Wayfarer Stunt: If you want your character to attempt a special manoeuvre in combat that isn’t a direct attack, like disarming an opponent with a kick, knock an opponent off her feet with a lag sweep or catch arrows out of the air, you need to make this roll or higher. The roll is modified by the HD of your opponent over your own; so a 2nd level Wayfarer (1HD) attempting to disarm a 2nd level fighter (2HD) receives -1 to his or her roll. Other modifiers are at the GMs discretion.
 
Wayfarers Rest: At 10th level, a Wayfarer is able to settle down and is called a Host or Hostess. He or she may build a Wayfarers Rest (an inn, hostel, tea house or similar, often fortified) along a busy route for other travellers to stay and refresh themselves. It attracts merchants, pilgrims, wanderers and hobos from all over and they will always be welcome. Those that accept the Host’s hospitality will often be very loyal, returning whenever their wanderings bring them to the vicinity and leaping to the defence of their host and his guests if danger threatens.

 

Last edited by Simon W (6/16/2014 10:10 am)

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6/16/2014 12:48 pm  #73


Re: Crimson Blades Sword & Sorcery RPG

Anyone have any ideas for the Shining Fortress - what it is, adventure ideas etc?
 

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6/17/2014 10:18 pm  #74


Re: Crimson Blades Sword & Sorcery RPG

I'm doing a RPGNet chat at 20:00 (UK time) with Dan Davenport today:

http://tinyurl.com/rpgnetchat


 

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6/18/2014 9:50 pm  #75


Re: Crimson Blades Sword & Sorcery RPG

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6/20/2014 10:27 pm  #76


Re: Crimson Blades Sword & Sorcery RPG

A good idea to do it, it's always informative to hear form a game's creator what the intent is and where the game's going. I think you conveyed the mechanics well and didn't get bogged down.

 

6/21/2014 1:25 am  #77


Re: Crimson Blades Sword & Sorcery RPG

Simon W wrote:

Here's the Wayfarer - amended slightly from Woodland Warriors:
 

I'm wondering about houseruling this so all wayfarers get AC bonus/Unarmed damage/Move bonus, but then Acrobatics, Wayfarer Stunt and another Non-Combat skill (minor Self-healing through meditation ?)  are primary/secondary/tertiary choices.

 

 

6/21/2014 1:40 am  #78


Re: Crimson Blades Sword & Sorcery RPG

geordie racer wrote:

Simon W wrote:

Here's the Wayfarer - amended slightly from Woodland Warriors:
 

I'm wondering about houseruling this so all wayfarers get AC bonus/Unarmed damage/Move bonus, but then Acrobatics, Wayfarer Stunt and another Non-Combat skill (minor Self-healing through meditation ?)  are primary/secondary/tertiary choices.

 

Sounds okay - that will make it nto the final draft (to make it similar in style to the other classes). Thanks.

     Thread Starter
 

6/21/2014 2:13 am  #79


Re: Crimson Blades Sword & Sorcery RPG

Anyone good at character sheets want to give it a go?
 

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6/22/2014 1:13 am  #80


Re: Crimson Blades Sword & Sorcery RPG

Simon W wrote:

geordie racer wrote:

Simon W wrote:

Here's the Wayfarer - amended slightly from Woodland Warriors:
 

I'm wondering about houseruling this so all wayfarers get AC bonus/Unarmed damage/Move bonus, but then Acrobatics, Wayfarer Stunt and another Non-Combat skill (minor Self-healing through meditation ?)  are primary/secondary/tertiary choices.

 

Sounds okay - that will make it nto the final draft (to make it similar in style to the other classes). Thanks.

I've not nailed the Non-Combat/Non-movement skill yet - trying to figure out a travelling skill or something tied to setting/dark fantasy rather than make them generic mystics/monks.

 

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